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- Shader "VD Vertex Color/Bumped Specular" {
- Properties {
-
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
- _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
- _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
-
- }
-
- SubShader {
-
- Tags { "RenderType"="Opaque" }
- LOD 400
- CGPROGRAM
-
- #pragma surface surf BlinnPhong vertex:vert addshadow
- sampler2D _MainTex;
- sampler2D _BumpMap;
- half4 _Color;
- half _Shininess;
- struct Input {
-
- half2 uv_MainTex;
- half4 color;
- half2 uv_BumpMap;
-
- };
- void vert (inout appdata_full v, out Input o) {
-
- UNITY_INITIALIZE_OUTPUT(Input,o);
- o.color = v.color * _Color;
-
- }
-
- void surf (Input IN, inout SurfaceOutput o) {
-
- half4 t = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = t.rgb * IN.color.rgb;
- o.Gloss = t.a;
- o.Specular = _Shininess;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- o.Alpha = t.a;
-
- }
-
- ENDCG
-
- }
- Fallback "VD Vertex Color/Specular"
-
- }
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